When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules

If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre

Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship

Players can store hot modules (modules applied to a ship at the time a crime is committed)

Players can clean ships of any bounties and fines through an Interstellar Factor contact

Players can sell hot ships from the shipyard for a markdown

Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible

Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions

Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens

New crime recognised: "reckless weapons discharge"

Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant

Added new Wing Missions that can be shared across a Wing and completed as a group

Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission

Mission reward choice

New USS scenarios added

Ships

Added new alien attack craft

Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only

Added second seat to the Keelback to support Multicrew

Trade Data & Galaxy Map

Galaxy map now indicates its mode when any tab is active

Galaxy Map: Filter by station services

Galaxy Map: Filters added for Thargoid & Guardian sites

More player factions have had a description added in their home system on the galaxy map

Filter for the new 'detention centre' government type (for new detention centre spawning areas)

Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons

Ability to see at a glance the quality and inventory quantity of materials targeted

Per material storage caps

Increased rewards at Search and Rescue contact

New High Value supercruise targets for pirates to raid

Misc Features

Large number of Commander Journal updates

Consoles

Portuguese language support added for consoles

11 new Achievements for XB1 worth 200G

Fixes and ImprovementsThis update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4.
For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.

Art

Fixed a texture issue in the Teqia QI-T E3-3167 nebula

Audio

Fixed some audio issues with the Federal Gunship

Fixed some audio distortion that could occur when passing through a Starport's airlock

For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)

For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device

On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4

Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map

Engineers

Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default

Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module

Pinning a blueprint will now pin all grades, not just one

Higher reputation with an Engineer will increase the speed you'll progress through the lower grades

Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu

Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)

Fixed an issue with the level preview when selecting a module to modify at an Engineer

Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not

Galaxy Map/System Map

Fixed some inconsistent system data for Pekoe

Fixed the missing 'State' field for systems with damaged stations

Fixed the argument of periapsis appearing incorrectly on the System Map

Fixed two systems with duplicate names

Fixed visual issue with planets that could occur after selling restored exploration data

The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right

Fixed some texture pop for the stars on the System Map

Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make

Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner

Fixed some incorrect player faction descriptions on the Galaxy Map

Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map

The inhabitants of Lave 2 have moved on after being isolated by their planet's permit and their settlements have been dismantled, so missions should no longer target this planet

General Fixes & Tweaks

Various text tweaks

Fixed a tiling issue with high resolution screenshots

Fixed Onionhead decals that were appearing white

Fixed an issue where incoming calls still came through when voice channels were set to 'off'

Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release

Increased yield of materials from asteroids

Fix for bounty values not always being received correctly

Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings

Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim

Fixed the notoriety discount not being applied correctly on the insurance screen

Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market

AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.

Fix material traders and technology brokers being incorrectly activated at markets when their owner changes

Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values

Holo-Me Creator

Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match

Adjusted the height of the wraparound visor eyewear

Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set

Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda

Hyperspace/Supercruise

Addressed issue of jumping to a binary star system and dropping too far away from the main star

Installations/POIs/USSs

Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation

Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck

Fixed the rank progression being difficult to make out in the Status Panel

Widened the friends list in the main menu, to allow more room for long commander names

Fixed the ‘Encounters’ field being blank in the Statistics panel

Fixed a focus loss issue when using a controller to access the Status Panel

Ensured that mission inbox messages are not grouped into the Discovered Logs category

Fixed some overlapping text in the Message Inbox

Material grade icons in the Target Panel now show the correct grade

Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range

Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market

Rank type in crew lounge is no longer cut off when playing the game in French

VR

Adjusted the pilot illumination so it proves less distracting when using VR

Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR

Weapons & Modules

Increased module storage capacity to 120

Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly

Fixed an issue where some engineered torpedoes were not damaging internal modules correctly

Fixed an issue where guided missiles could remain stationary in space after a conflict

Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.

Fixed an issue where heat sinks could not be activated when in Supercruise

Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump

Updated the description text for the Turreted Flak Launcher for clarity

Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving

Adjusted the Hatch Breaker Limpet Controller's in-game description

Adjustments made to the Docking Computer to prevent damage during landings

Fixed issue of power priorities in the module tab not listing all priorities

Modifications to existing specials:

Autoloader rate increased 25%

Force Shell no longer scatters

Plasma Slug damage penalty reduced from 20% to 10%

Radiant Canister no longer reduces ammo capacity (was 25% penalty)

Shiftlock Canister no longer reduces damage (was 20% Penalty)

Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this